Is there a way to bond parts together without using connection points?
Is there a way to activate a weapon without detaching it?
I want to add gyroscopes and wings to bombs, rockets and torpedoes. With bombs, it's not such a problem: you merely attach the wing, gyro and bomb to a tiny fuselage block and then hook the whole contraption to a detacher. No problem at all, assuming you don't mind launching weapons with activation groups.
With other weapons, the plan falls apart. Literally. In order to engage the propellant (or propeller, for torpedos) the weapon needs to be activated, cutting the connection at its single connection point and jettisoning the gyro, wings or anything else you wanted to use for steering.
So what's the work around? How can we fix this without mods?
Maybe weapons like torpedoes, rockets and bombs should get a second connection point to allow greater flexibility.
@F104Deathtrap I learned it through making custom weapons. I found it on YT but idk where the video is. Just search up how to make custom missiles or something like that in youtube.
Try xml shrinking the fins and nudging them inside @F104Deathtrap
I have a lot of weapons on my account you can check it out and serve as a base to your custom weapon.
you can do like chancey did and do the detacher trick, it allows you to attach things to weapons, i highly recommend using finetuner and overload to make the detacher 0 mass no drag and no collision etc.
@Stellarlabs Do you have an example I could look at? Or a place where it's explained?
You have to go into the XML and modify the connection points of the different parts. I’ve done it but it’s complicated and confusing.
@CRJ900Pilot It works great! Now if only we could improve how it looks.
Try this and see if it helps
Oof idk sorry